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VIDEO GAMES AND ARCHAEOLOGY<br />

Figure 2. Survey results indicating the importance, enjoyment, and representativeness of archaeology in games for all respondents. Image by VALUE.<br />

collecting artifacts: “It is more looting than actual archaeology.”<br />

Secondly, respondents stated that “real” archaeology is<br />

not exciting or not popular enough for games: “Archaeology<br />

is not really exciting for most people, while video games<br />

should be exciting.” And finally, the biggest issue relating to<br />

representation was that video games are fiction, far from the<br />

truth or inaccurate: “Lots of things are popularized and not<br />

correct.”<br />

There were a few people who responded positively on the<br />

potential benefits of representing archaeology in video<br />

games: “If done in a proper way it can be very useful for<br />

archaeology” and “It can create a lot of public awareness.”<br />

How can archaeology in games still be enjoyable, while also<br />

contributing some educational, scholarly, and societal value?<br />

Our survey did not provide an answer to this, but we have<br />

some suggestions based on our engagements with the intersections<br />

of games and archaeology over the past year. These<br />

took the form of thematic sessions in which issues of archaeological<br />

importance were featured in discussions while playing<br />

games that illustrated these topics.<br />

Recent Examples<br />

It is quite common for games to attempt to reconstruct monuments<br />

or cities of the past. With some notable exceptions<br />

(i.e. the Assassin’s Creed series), this is done without significant<br />

contributions by archaeologists and historians. This has<br />

resulted in chronological errors, inaccurate representations,<br />

and false perceptions of past societies. Dunstan Lowe, by surveying<br />

different games, has written about the practice of representing<br />

the Greek and Roman past as a landscape of ruins<br />

rather than as living cities (2013:84–85).<br />

There are other examples of games that seek to provide<br />

authenticity in their gaming worlds through extensive historical<br />

and material research. A recent example, released in<br />

2014, is Valiant Hearts by Ubisoft Montpellier. This game is<br />

set in World War I, a rare setting for a video game. It roughly<br />

follows the course of history, taking players through actual<br />

events like the battle of the Somme and the battle of the<br />

Marne. The perspective of the game is viewed through the<br />

personal stories of a few ordinary people who struggle on<br />

opposite sides of the war rather than a top-down approach of<br />

the player commanding armies and battles. 5 To give players<br />

November 2016 • The <strong>SAA</strong> Archaeological Record<br />

13

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